Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)

This commit is contained in:
KimLS
2020-05-17 18:36:06 -07:00
parent 06104b624a
commit 2fbd5aaccc
198 changed files with 6111 additions and 6111 deletions
+6 -6
View File
@@ -30,7 +30,7 @@ class Raid;
struct ExtraAttackOptions;
struct NPCType;
namespace EQEmu
namespace EQ
{
class ItemInstance;
}
@@ -51,9 +51,9 @@ class Corpse : public Mob {
static Corpse* LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std::string in_charname, const glm::vec4& position, std::string time_of_death, bool rezzed, bool was_at_graveyard, uint32 guild_consent_id);
/* Corpse: General */
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill) { return true; }
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None) { return; }
virtual bool Attack(Mob* other, int Hand = EQEmu::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = true, bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) { return false; }
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQ::skills::SkillType attack_skill) { return true; }
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQ::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None) { return; }
virtual bool Attack(Mob* other, int Hand = EQ::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = true, bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) { return false; }
virtual bool HasRaid() { return false; }
virtual bool HasGroup() { return false; }
virtual Raid* GetRaid() { return 0; }
@@ -138,7 +138,7 @@ class Corpse : public Mob {
virtual void UpdateEquipmentLight();
protected:
void MoveItemToCorpse(Client *client, EQEmu::ItemInstance *inst, int16 equipSlot, std::list<uint32> &removedList);
void MoveItemToCorpse(Client *client, EQ::ItemInstance *inst, int16 equipSlot, std::list<uint32> &removedList);
private:
bool is_player_corpse; /* Determines if Player Corpse or not */
@@ -167,7 +167,7 @@ private:
Timer corpse_delay_timer;
Timer corpse_graveyard_timer;
Timer loot_cooldown_timer; /* Delay between loot actions on the corpse entity */
EQEmu::TintProfile item_tint;
EQ::TintProfile item_tint;
std::vector<std::string> consented_player_names;
LootRequestType loot_request_type;